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Basil Bonehead’s audiotorium


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Having a love for sounds and audio editing, having a bunch of sound effects at my disposal, and learning how to get them to work in Jedi Academy, results in the stuff that will be shown in this forum.

 

Here are some examples of my efforts:

 

Early attempts at adding sound effects (weapons, footsteps, and sound sets) from the Knights of The Old Republic games. Some I have shown in the past in other threads.

 

First attempt

https://m.youtube.com/watch?v=lnkh-XtEc18

 

what I replaced:

 

replaced the stone and metal footsteps with the ones that were used for the sith soldiers (i liked those more than the ones the player has)

 

gave saul some new damage and one new death noise from kotor 1

gave the sith officers their respective soundset from kotor 1

gave the nikto their respective soundsets from kotor 1 and 2

gave the sith assassin their respective soundset from kotor 2 (wasn't sure if the sith assassins would replace the saboteurs)

gave the pistol the pistol draw sound from kotor

gave the cloaking sound the ones from kotor (not shown in the video)

 

replaced the following force sounds:

force speed with an unused sound effect that was suppose to be for force speed in kotor

force drain with the death field and affliction sounds

force push with the force push sound from kotor

force jump with the force jump sound from kotor

force heal with the force heal sound from kotor (not shown in the video)

 

and yes, the ones not shown in the video do work as well

 

Take 2:

https://m.youtube.com/watch?v=f4EmGyTUTao

https://m.youtube.com/watch?v=fgHiyGqSM5E

 

replaced the grass movement sounds with the ones from kotor (includes ones that weren't put in the final game)

replaced the rug, and dirt sounds with the ones from kotor (not in the video, couldn't find a map to show them off)

replaced the imperial heavy repeaters sounds with the heavy repeater/disruptor rifle from kotor

replaced the heavy repeaters alt fire sound with the power blast sound from kotor 2

replaced the explosion sound from the heavy repeater with the thermal detonator sound from kotor

replaced the heavy repeater hit_wall sound with a hit wall sound from the heavy repeater/disruptor from kotor

replaced the rocket launcher sound with the one from kotor 2 (i think it appears in the game in the form of mira's rocket laucher)

replaced the bowcasters sound with the bowcaster/ion blaster sound from kotor

replaced the bowcasters alt fire sound with the sonic blaster sound from kotor

replaced the grenade throw sounds with the one from kotor 1 (it appeared in the calo nord cantina cutscene)

replaced the grenade explosion sound with the frag grenade sound from kotor

replaced the lightsaber hit sounds from the ones from kotor

replaced the force protect sound with the force shield sound from kotor

replaced the force absorb sound with the force aura sound sound from kotor

replaced the mind trick sound with the ones from kotor (i believe they're unused)

replaced the force grip sound with the force choke sound from kotor

replaced the force lightning sound with the one from kotor

 

(At the moment) finalized versions of weapon sounds, more still to be added

https://m.youtube.com/watch?v=JFIk01tgPOU

 

blaster pistol replaced with the standard blaster pistol/rifle sound from kotor, the alt fire is replaced with the power blast sound from kotor

blaster rifle replaced with the ion blaster sound from kotor, alt fire replaced with the alt fire sounds with the power blast sound from kotor

bowcaster replaced with the sonic blaster sound from kotor, alt fire sound replaced with the sonic blaster power blast sound from kotor

repeater sound replaced with the heavy repeater/disruptor rifle sound from kotor, alt fire replaced with the power blast

sound from kotor and the explosion sound is replaced with the thermal detonator explosion sound from kotor

replaced the rocket launcher sound with the one from kotor 2

thermal detonator explosion sound replaced with the frag grenade explosion sound from kotor, throw sound is replaced with the one from kotor and the bounce sounds are replaced with the ones from kotor

replaced the lightsaber hit sounds with the ones from kotor

 

This video is a little outdated in the NPC department but this was my first attempt at replacing dialogue with ones from kotor. In this case Crimelord Takedown but Lanik Racto is replaced with David Kang. Inspired by The New Order’s kotor conversion mod. Lwkill helped with getting the music to work in the game.

https://m.youtube.com/watch?v=--fECEBiNhI

 

https://m.youtube.com/watch?v=OpJh50IQyAA

A more goofier attempt done as a joke with Rax Joris’ dialogue replaced with Commander Dern from Kashyyyk in kotor 1 and replaced some of jadens lines with slightly edited lines from Atton “Jaq” Rand from kotor 2. The replacement for Rax’s dialogue was inspired by the Jedi Academy Re-Edited series

 

https://m.youtube.com/watch?v=a9aUGoR3U8g

https://m.youtube.com/watch?v=azPQpjH5AY4

 

Two tests of footstep sounds from the OG battlefront games

 

Other stuff I’ve done that’s not in video form or barely touched in the videos:

Made some proper soundsets for the kotor 2 sith assassin, saul karath, emperors royal guard (using unused dialogue from OG battlefront 2), and many more. Because hearing random quotes when characters take damage irritates me.

 

I also provided voice clips, soundsets blaster sounds among other stuff for KOTF 2.1 and later SWGL

 

Much more to come but that’s what I have at the moment that’s in video form.

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  • 4 months later...

https://youtu.be/ThUOhOQGEFI"]https://youtu.be/ThUOhOQGEFI

 

I’M OVERDUE FOR POSTING THIS LOL

 

In this rough recording I show off some weapon sounds I combined to make a unique sound (for most of them). Also this was made with ultimate weapons (obviously). Also i need to think of some for the others (if i can think of any)

 

Also if anything seems of with the weapons (specifically the firing speeds) it’s because I was playing Escape Yavin IV when I was testing these sounds and just loading a map in that mod.

 

E11 - I combined the fire sound from the ultimate weapons mod and combined it with the E11 from free radicals BF3. Same for the alt fire but slightly pitch shifted to match the sound

 

Bowcaster - This is the same one used in KOTF 2.1, specifically the primary fire sound. I combined the vanilla JKA sounds and added the bowcaster sound from Republic Commando

 

Disruptor - Combined the OG battlefront 1 firing sound for the primary fire and the secondary fire when scoped sound is the sniper rifle sound from The Force Unleashed

 

Repeater - Combined the vanilla firing sound with the repeater sound from 2017 Battlefront 2. Funnily enough I also took that sound and combined it with the firing sound from Rayce’s reskin of the TL-50 https://jkhub.org/files/file/3059-tl-50-heavy-repeater/ (not featured in the video)

 

Flechette - Combined the vanilla firing sound with the one from ultimate weapons

 

Concussion - Republic commando concussion rifle sound. I still need to figure out a unique combination for this weapon.

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  • 2 weeks later...

https://youtu.be/tAlGBofkekc

 

Here's a few things I did a few months ago, returning to the idea of kotor in JKA I was inspired by TNO's kotor conversion mod and I saw a part of the video where Chewbacca is replaced with Canderous Ordo. Here's my take on it for dialogue (most of Chewies dialogue is unchanged, when i find the inspiration and how i can make it coherent I will make a full walkthrough of the Mercenary Activity when I do this). Also i think Jaden's unaltered dialogue with Canderous' in this footage is funny

 

 

Me replaying Crimelord takedown with another change I did MONTHS ago. What's different on this version? I changed the Nikto who replace the human mercs with ACTUAL human mercs from kotor (specifically kotor 2) with a soundset i assembled with VO bits from kotor 2

LukeJM28, Jeff and TheWhitePhoenix like this
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  • 2 months later...

https://m.youtube.com/watch?v=eAw_L9sKiic

Here’s something I did the other day: An expansion on one of my previous experiments, results are all over the place I’ll admit that.

Based on what i did for the video where Atton and Rax go at each other, I decided to add to this by replacing more of Rax’s and Jaden’s and even the stormtroopers dialogue. Making Rax more passive aggressive from the use of Commander Derns dialogue and one pitched down line from Patrol Captain Dehno (that czerka officer you see near a dead Wookiee who you can fight, when you early on the great walkway on Kashyyyk in kotor 1), Atton being snide towards Rax and co, and two sith troopers conversing about oppressing the local resistance and a commander on comlink loosing his temper and opening fire on someone. All in it’s weird, intriguing, and awkwardly spliced glory.

Also, yes, I am using the kotor sounds i converted into Jedi academy and I also got the kotor 2 telos military base music working with no problem. Something I had done prior 2 or 3 years ago.

Side note/tangent/rambling: With the files I own getting kotor 2 music works in Jedi academy without issue by just copy, pasting, and renaming the files to replace the original tracks with no issue (why? I don’t know) unlike kotor 1 where doing the same process crashes the game. And yes I’ve tried to get it to work in the past by rendering it in Vegas and audacity, wouldn’t work for some reason, maybe I configured it wrong.

LukeJM28 likes this
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  • 1 month later...

I usually have my tracks in audacity, whether it be music, weapon sounds, voices, or what-have-you, the project rate must be 44100hz, and ik a lot of people use .wav, but .mp3 has always worked for me. I also usually have everything set to "average", maybe something done in vegas may have conflicted with the settings that audacity set in place or vice versa.

Hope this helps, my man.

@Basil Bonehead

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1 hour ago, Basil Bonehead said:

funnily enough my stuff are .wav files

i'll have to try out music again, i need to get familiar with getting the hz configuration in audacity because i know music doesn't use 44100hz i believe it uses something else

@Lord Of Hate

I'll test out a music track today but I'm almost certain music and sound use the same thing, sound ik for a fact is 44100hz, i promise you, because thats what i used to configure my Garland model's soundpack which i did about a week ago, but music might be different.

Edit: Just checked, it uses 44100hz, I checked through looking at the original games music tracks in audacity and it uses 44100hz, haha. Hope this helped!

Edited by Lord Of Hate
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2 hours ago, Lord Of Hate said:

I'll test out a music track today but I'm almost certain music and sound use the same thing, sound ik for a fact is 44100hz, i promise you, because thats what i used to configure my Garland model's soundpack which i did about a week ago, but music might be different.

Edit: Just checked, it uses 44100hz, I checked through looking at the original games music tracks in audacity and it uses 44100hz, haha. Hope this helped!

weird, i remember trying to convert music to 44100hz but it wouldn't play in game

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8 minutes ago, Basil Bonehead said:

weird, i remember trying to convert music to 44100hz but it wouldn't play in game

I think music tracks need to be weirdly specific to the point where they need to mimic the original tracks in every way, from whether they're constant, average, whether they're the right kbps, etc.

lpriefer01 likes this
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